Clockwork Door Warden
Level 4Attacks
Abilities
24 hours, , standby
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they h
The door warden holds shut an adjacent door. This ends the door warden's turn. Until the start of its next turn, as long as it remains functional and in the same square, other creatures trying to get through must succeed at a DC 21 athletics check to Force Open the door.
Trigger The door warden Pushes a creature through an open doorway
Effect The door warden slams the door shut on the creature
This mechanical humanoid serves the role of a gatekeeper or even a greeter, but its strength also enables it to repel unwanted visitors.
In the Grand Duchy of Alkenstar, the creation of constructs is complicated by the intermittent interference of the nearby Mana Wastes. Golems and animated objects depend on lengthy magical rituals that the magic-warping effects of the Wastes often disrupt, but clockwork constructs use far less magic in their creation. A clockwork device replaces magical intricacy with superb manufacturing skill, using magic only for the final acts of animating and powering the device. Skilled local creators and inventors rarely follow someone else's design, so most clockworks found in Alkenstar are custom creations with abilities designed for a specific purpose or individual's needs.